﻿#pragma once

#include "../MonsterObject.h"
#include "../../MirDatabase/MonsterInfo.h"

using namespace Server::MirDatabase;
namespace S = ServerPackets;

namespace Server::MirObjects::Monsters
{
    // TODO - 3 BUFFS TO CODE
    // Can buff all mobs around it
    // Look at Yin/Yan Devil Nodes from Past Bichon?
    // Add their spell effects to SpellObjects.cs
    // Loop the animation while the buff is active.

    class HornedArcher : public MonsterObject
    {
    public:
        long long FearTime = 0;
        unsigned char AttackRange = 8;

    protected:
        HornedArcher(MonsterInfo *info);

        bool InAttackRange() override;

        void Attack() override;

        void ProcessTarget() override;
    };
}
